@@Guitar-Dog Actually, apparently DS2's breaking mechanics actually do work like Demon Souls! Only A-team can't figure out how to make the breaking mechanic work.
@@monsieurdorgat6864 i actually broke my weapons in multiple occasions on ds3. How you ask? Twinks with Full havels and 15 +10 estus with 10 siegbräus and divine blessings. Yeah it took a while to kill them
@@capperbuns Yeah... that and crabs are the only situations I can think of. That's about as niche as it gets, dude. There's no point in having a mechanic like that.
Andre could flex, and an entire room would collapse around him. Alas, he understands the adage of Peter Parker, and restrains himself for the good of the world.
Definently would like a game where everything is destructible normally would be with the given equipment, and it wasn't a sandbox game yet an actual storytelling soulslike 3d game
The weirdest thing to me is that because of how big the breakable part of the wall in Sen's is means that if you look closely, the brickwork completely changes when it breaks
Yeah they didn't match it! It looks very funny up close but it's almost impossible to notice, as usually the boulder breaks it for you from far away. Or even if you're baiting the snake's thrust attack, you're probably too distracted by dodging and trying to not fall off the platform.
The wall that's underneath seems to be a mesh that's already broken. They added rubbles for effects when you smash into it. Maybe they didn't have time? If you go frame by frame at 12:05, you'll wonder why FromSoft didn't do what they did in the Undead Asylum wall.
This reminds me that King's Field 4 uses object durability defence as a progress gating in the beginning - you have to obtain a weapon that can destroy barrels in order to go further in the game
I got this funny idea that what if when you hit Andre, before he attacked you he would hit the anvil with his hammer so hard that it split in half or something, to show how angry he becomes
One thing that's always irked me a LOT is how there's these rampart plank covers throughout the series (approaching the halfway checkpoint bonfire in DS1's Undead Burg, in Forest of Fallen Giants in DS2, bridge to the Twin Princes in DS3) which just disintegrates at the slightest touch. THEIR PURPOSE FOR EXISTING IS TO FUNCTION AS COVER FROM ATTACKS. You'd think those things would be amongst the most resilient props, but they're always in the "just rolling into them is enough to break them" category....
@@BradMarmara There's a ton of them right at the start of Demon's Souls. Boletarian Palace 1-1, as you approach the gate from the archstone spawn point all the dreglings/slave soldiers that attack except the one defending the execution ground stairs attack from either behind these things or through them. So they've been a cheap object to smash through since nearly the very start of the very first game. Good on From to reuse assets that long though.
I got confirmation from Stayd that object HP values drain cleanly in Dark Souls 2, and it also uses smaller numbers like Demon's Souls! It's not too surprising that DS2 stands apart, given how far it deviated from DS1 and basically redid a ton of stuff from scratch. Then with how BB and DS3 more-directly iterate from DS1, it's not surprising that they continue to behave more like DS1. I should check wtf happens in Sekiro, something I didn't get to before this vid. Anyone wanna place bets on what happens in Elden Ring too? 😅 - - - Edit: I forgot to include one other 90 defense object- there's a couple of torch-pillar things by the Undead Dragon in the Painted World. The dragon either smashes them when it gets into position, or attacks, I don't remember which exactly. There's also a couple further away from the dragon but they're a part of the map and not object files, and so they're indestructible and you're safe from the dragon's acid vomit attack if you stand directly behind them. I even posted a picture of the indestructible ones to reddit recently but still managed to forget to put it in here. Oh well!
I want a video on the Souls series most obscure, forgotten, underutilized mechanic: voice chat. (Yeah DS2&3 have voice chat. It’s buried in the settings menu. I had no idea until a month ago).
I forgot I had turned it on ages ago in DS2 and got jumpscared when a dude who summoned me for the double Pursuer fight started cursing in French. Sometimes I wonder how many people heard me saying things into my mic while playing without knowing it was on.
@@SrTNick1Similar thing happened to me on my second playthrough, a guy I summoned for that fight made fun of my character's name, I played a femme character and called her Sylvanas because it was the first name that came to mind because I played WoW beforehand. I then disabled voice chat lol.
Marvelous Chester is unique in more ways than just NPC object damage! After all, as Chester says, he was literally dragged out of time. His unique kick is likely a leftover from when From were experimenting with a Chester NPC in early alpha versions of the base game. He almost certainly was one of the earliest prototype non-player characters in Dark Souls, and he actually has a unique model rig as well, which is extremely unusual for human characters in these games. It is possibly because of this unique rigging that killing Marvelous Chester (both as an invader and as the merchant) with a backstab can cause him to die standing up, no death animation. That, or he's just asserting total dominance over us all. They likely didn't know how much object damage they should give those NPC attacks yet, and then they just never bothered to update the value because it ultimately changed nothing.
On my first playthrough the snake accidentaly broke the wall for me before I got to the boulder room, so I thought for a very long time that was the only way to do it. Now every time I play DS1I still bait the thrust attack to break the wall as kind of a homage to that small but cool moment
When you mentioned the player had an attack that did 100 object damage I was 100% expecting it to be the headworm kick, I audibly lol’d when the reveal happened. Really nice vid as always!
10:00 Have you figured out why the chandelier in Anor Londo doesn't make any shattering sound when it crashes on the floor? The only versions of the game where it does are the original PS3/360 versions. It always bothered me.
I knew DSR had some audio issues but I've never done a deeper dive into that. Do you know if they only worked on console originally or does that include PC PTDE? (I suppose I can also check later) Very strange.
I know the physics are tied to frame rate somehow. If it wasn't a porting error with the sound it could be that the sounds plays but you don't hear it as the game considers player character to far away. Just a thought, I have no idea
Glad I'm not the only bugged by that. In a big, echo-y cathedral, that massive thing plummets to the marble floor and... dead silence?? Didn't realize there actually WAS a noise in the original - never got that far on PS3. For some reason, I find this knowledge oddly reassuring.
@@illusorywall It doesn't work on the PC PtdE either. The two original console releases are the only ones where it's not broken. I played through the game multiple times on PS3, so I remeber this particular instance. Was surprised when I cut down the chandelier on the PC PtdE version and was waiting for the satisfying *shatter* but it never came and I had to take a second look to see if I even cut it down.
So rush to Andre, do the Sen skip, rush on top of Sen, kill somehow the giant throwing boulders with a +0 weapon (maybe bombs? Maybe the gold pine resin), go down in the hole, rush to the mimic, wake him up, run back to the wall and dodge until you get a kick I'd say that we could reach it in less than 10 minutes
Now that is all very informative and all, but I still don't know why I am the only one capable of cutting through the bars of Anastacia's cell in Firelink, and why it only works while the Chosen Undead is not around. Heh.
My morning is 7000% better thank you IllusoryWall edit: blighttown breakable platform was really interesting. I’m the same as you in that I learned to not stand there long ago.
Your obligatory WELL TECHNICALLY for the day: The ground in Sen's isn't actually unstable, there's just a small plane hovering above it that destabilizes you on contact. When you jump down onto it you get close enough to count as standing on the ground before you collide with the plane. There's also a position buffer that complicates things, but let's not talk about that.
I feel like it would be cool to give the player the ability to break objects based on their strength stat or damage output. Using smough’s great hammer with 99 strength? You can now obliterate the Sen’s fortress wall yourself.
Yeah I love stuff like this, adds another layer of "multiple paths/solutions" and adds flavour to different builds. Would be cool to have it. Seems very doable in mod territory...... hmmm.
All these questions I have in the back of my mind while playing that I figured I would never actually know the answer too. Nice. I thought it was weird how they changed it in DS2, when you roll or break objects it's like it doesn't apply the physics force from your character anymore, the pieces just drop straight to the floor.
I'll always remember that room when you're heading to the Undead Burg for the first time, full of stuff you can break just by rolling around. I like to imagine the development team realized just how fun smashing stuff is, so they made environments where you can do just that, even if you don't get souls or items from it.
I say this with nothing but love in my heart, but you look like Dr. Todd Grande from the universe where instead of getting a phd in counselor education and supervision he became a Dark Souls expert. I couldn't keep it for myself any longer. Nothing but love, again, as I'm a fan of you both.
I came into this knowing the big mushroom could break the wall, cause I just happened to be doing a randomizer run where I got a mushroom instead of that snake and he could punch through the wall! I'll note that I did roll through his attack, but I guess just getting hit by him and thrown back would be another way to have done it. Either way, at the time I didn't realize how lucky I'd gotten to have an enemy who could actually break the wall!
The Serpent Soldier can break the wall in Sen's Fortress with the second horizontal swipe too. Also, Gwyn statue in Darkmoon Tomb can vanish by using the stand-up animation, but it will reappear upon reload.
I don't want to scroll and see if someone pointed it out already: the tables and chair in Undead Parish, in the passage that contains the mistery key, also need attacks to be broken. Thanks for what you do, Mr Illusory Wall Sir. These videos are great.
If I had to guess, I'd say it looks cleaner in DeS because they probably just assigned specific object damage values to each individual attack/weapon. Dark Souls has a bunch more weapons and attacks, and it's obvious that they didn't have as much as they'd like, so maybe they threw together a system that just decreases object for the duration that a damage source is making contact with it instead, as a one size fits all solution, and then didn't bother with object health for most things so that it'd still behave consistently for players. From there, all I can figure is they didn't think it'd be worth it to properly implement the old system for the sequels, so they just left it
For the first time, I knew the answer before the video! Following this channel made me really interested in what's behind the scenes and I thank you for that!
There was going to be another entrance to the Depths? That would have sure been nice...😂 Also, you're own future bloodstain literally slowly following you around is very on point for Dark Souls. 😂
I really love this video for just discussing the details of how players can interact with the game world, I just really enjoy observing something so specific that is easy to take for granted.
One of my favorite, and one of the most consistently high quality channels 👏 I can't stress enough how much I adore your videos. I love informative channels about video games I love!
I find it really interesting that they chose to change how illusory walls worked in Dark Souls 2 vs Dark Souls 1. It made the messages from people lying about iillusory walls that much more believable because you could be very close to a real one but just not be activating the right spot.
In a couple attempts when I wasn't recording, I found it was very easy to make Siegmeyer fly sideways with force instead of getting him to hit the wall. And so the intention was to have it be humorous where I'd fail miserably by killing him when knocking him into the pit. I was trying to make that happen again when he wound up in the cage instead by accident, and I just decided to stick with that footage instead. :p
I don't blame him, there are times where it can feel like things lull and even if he wasn't totally right, understandable how it could feel that way. But I'm glad it isn't, modding is hitting a new era of possibilities with more hands on deck than ever, and some old timers like Zullie and I are finding newer audiences with more engagement on the sort of stuff we love to explore (now, more than ever). ❤️
got one of these vids recommended months ago and never watch these vids cuz i hadn't played dark souls yet now after 100%ing ds1 ds2 and ds3 i now feel free to binge all these dissected vids :)
DS1 breakable objects look good even by modern standarts. All those barrels, tables and clutter break very realisticaly, but nothing weirdly vanishes like in other games and beautifull mess you did is still a joy to look at.
Imagine the person who made the HP drain on breakable object left the company after DmS and noone in the studio knew how it work and never fixed it since. Also about the breaking of the wall in Sen Fortress, the easiest and most consistent method is to use the drake sword and knock the snake person back and break the wall. I thought it should be the number 1 method instead of the other speed run on Catalystz channel which require you to buffer the jump (which is not easy to do and if you mess up you will have to use the drake sword anyway)
So the still jump is pretty easy to do, run into a wall, and flick the analog in the direction you want to go as you jump, so the jump and direction change become one, just practice against a wall, it's used for the useless capra/depths skip.
Fun fact I learned randomly: you can shoot the illusory wall in sens with arrows and it won't break. Far as I know the only attack that won't dispel a wall
Although not directly said, it was said it's because that wall has a defense value of 3 and arrows only deal 1 damage. Though being the only attack depends on if you count things like firebombs as attacks, as those also only deal 1 damage.
My favorite method of breaking the wall in Sen's, which I discovered myself, is to r2 the Snakeman flat against the wall with the Black Knight Sword. Not sure what it specifically is about that attack, or maybe the Snakemen have an object damage number tied to their knockdown animation and very few weapons are capable of knocking them down, but yeah
*Please do a video covering Red Gravelord enemies "disasters" next!!* Though I often see gravelord signs, and I often see that "disasters gone" message, I NEVER have once seen a red enemy in my many many playthroughs. I'd love to know how it works!
I'm not wondering how far back the object breaking mechanics go. I'm sure it is at least as early as King's Field 4 (the ancient city), but maybe it goes farther back. Can somebody confirm earlier entries? This topic was much more interesting than I'd guess. Nice video!
24:09 it's not pointed to in the video, but if you look at the upper left corner at the debug menu you can see how fast the object's HP actually drains. I think that's really cool.
17:49 I actually loved the mimic up to the boulder machine to kill it because I was too scared to walk anywhere near it. It took a lot of kiting in circles around the machine but it worked.
24:15 I can just imagine some crestfallen hollow snacking a jar for 30 minutes trying to break it, then a time wizard shows up and says "allow me" then rolls at it in slow motion to break it
5:45 I always knew there was **one** you couldn't roll into! Thought I was crazy! I tried rolling into this one and assumed it wouldn't work on any other illusory walls so spent the whole game attacking random walls.
I know this comment might be a little late, but I CAN confirm this also happens in Elden Ring. Located in Beastial Sanctum, where the Beast Clergyman is, are several pillars that break for whenever you fight him. If you exit game and re-enter, standing next to one of these pillars, the pillars will explode.
Thank you! I'll definitely do Elden Ring Dissected, but asides from maybe a couple videos most probably won't happen very soon after its release. We'll see though!
i was just playing dark souls on ps3 the other day to just replay it, and i always rolled into illusory walls, so i got to find out about the weird sen's fortress one for myself, didn't realize it was unique in that regard
The shocking part of this video is that illusory wall still have thinks to discover in this game. Like, I remember my frist 100% run do whit the wiki you help to write. And that was ages ago!
The Blightown torches being breakable at some point in development is a scary thought. I imagine they'd have had either 30 or 90 defense so that when you or or enemies are attacking each other, your light sources would be destroyed.
I will say seeing my favorite game in all time being open and dissected like makes me very happy to see each unclean corner, is like a new DLC "Weird shit this game does"
The switch between Demon's Souls and Dark Souls makes sense from a work load / time crunch perspective. The extra animations for partial collapses is more than you might think. It could also be a memory issue, as Dark Souls was pushing the limits of consoles already. They were looking for ways to save memory all over, and the progressive collapsing didn't make the cut. The HP and defense values all make sense from a code perspective. Like you said, the redundant values were included in case they were needed. Setting a value to -1 is a standard flag as well. Setting HP to 999 makes sense as well. The high value makes it unlikely the player will break it with an unexpected glitch, but avoids the complications of coding an extra class of objects that can break but are immune to the player. And I suspect the breaking code didn't change for that console generation. But it did change once you had games that are only PS4 generation and up.
I can't believe they broke the breaking mechanic
Wait till you here about DaS2 B-team breaks breaking mechanics
@@Guitar-Dog Actually, apparently DS2's breaking mechanics actually do work like Demon Souls! Only A-team can't figure out how to make the breaking mechanic work.
DS3 durability just shows they break every breaking mechanic.
@@monsieurdorgat6864 i actually broke my weapons in multiple occasions on ds3. How you ask? Twinks with Full havels and 15 +10 estus with 10 siegbräus and divine blessings. Yeah it took a while to kill them
@@capperbuns Yeah... that and crabs are the only situations I can think of. That's about as niche as it gets, dude. There's no point in having a mechanic like that.
No wonder Andre always stays put. He'd destroy Lordran just by walking around.
Andre could flex, and an entire room would collapse around him.
Alas, he understands the adage of Peter Parker, and restrains himself for the good of the world.
Andre is the strongest creature in all of the Soulsborne games. We're just pale imitators without jobs when we create a character.
Definently would like a game where everything is destructible normally would be with the given equipment, and it wasn't a sandbox game yet an actual storytelling soulslike 3d game
@SonofaGlitch of course he's the strongest, he smiths weapons without a forge. His sheer strength is capable of tempering steel without a flame
@@ExpandDong420 i bet he just eats the embers u give him when u stop looking
Those hacks at Fromsoft COULD have put a dung pie in the asylum cell’s poo pot, but they didn’t. That’s true environmental storytelling!
"Confirmation that the Chosen Undead is a girl, because girls don't poop."
- MatPat, probably
@@Greywander87 now that's some deep lore... in more than one way
orrrrrrr maybe it ain't
@@hyakugame in sczxcrcd, b. Zzz
Such HACK FRAUDS...
The weirdest thing to me is that because of how big the breakable part of the wall in Sen's is means that if you look closely, the brickwork completely changes when it breaks
Yeah they didn't match it! It looks very funny up close but it's almost impossible to notice, as usually the boulder breaks it for you from far away. Or even if you're baiting the snake's thrust attack, you're probably too distracted by dodging and trying to not fall off the platform.
The wall that's underneath seems to be a mesh that's already broken. They added rubbles for effects when you smash into it. Maybe they didn't have time? If you go frame by frame at 12:05, you'll wonder why FromSoft didn't do what they did in the Undead Asylum wall.
@@mikeohc Because undead asylum was the last area they worked,so they probably developed this idea way later.
This reminds me that King's Field 4 uses object durability defence as a progress gating in the beginning - you have to obtain a weapon that can destroy barrels in order to go further in the game
That's really cool, think I remember that from a playthrough I've watches
The mace :D
@Boco Corwin yeah but progress gates in RPGs are always obtuse, at least requiring to meet a damage threshold is a novel "key".
@@cosmiccorpse8571 Me and my fire breathing lizard with razor sharp claws in front of a small tree, 'Damn... foiled again."
@@winslowwidd79 or even worse, able to fly.....but only to and from certain specific areas
I got this funny idea that what if when you hit Andre, before he attacked you he would hit the anvil with his hammer so hard that it split in half or something, to show how angry he becomes
! OPPORTUNITY MISSED !
that'd be fucking hilarious
One thing that's always irked me a LOT is how there's these rampart plank covers throughout the series (approaching the halfway checkpoint bonfire in DS1's Undead Burg, in Forest of Fallen Giants in DS2, bridge to the Twin Princes in DS3) which just disintegrates at the slightest touch. THEIR PURPOSE FOR EXISTING IS TO FUNCTION AS COVER FROM ATTACKS. You'd think those things would be amongst the most resilient props, but they're always in the "just rolling into them is enough to break them" category....
They could survive an arrow though...
Rolling through them is satisfying, it was a good decision that makes the game fun at the cost of realism :P
@@BradMarmara There's a ton of them right at the start of Demon's Souls. Boletarian Palace 1-1, as you approach the gate from the archstone spawn point all the dreglings/slave soldiers that attack except the one defending the execution ground stairs attack from either behind these things or through them.
So they've been a cheap object to smash through since nearly the very start of the very first game. Good on From to reuse assets that long though.
@St. Haborym Well, if i understood the video correctly, they will :D. They just dont surpass the defence value.
I assume the material has degraded by the time we get there, especially in natural areas where plants can get at them.
I got confirmation from Stayd that object HP values drain cleanly in Dark Souls 2, and it also uses smaller numbers like Demon's Souls!
It's not too surprising that DS2 stands apart, given how far it deviated from DS1 and basically redid a ton of stuff from scratch. Then with how BB and DS3 more-directly iterate from DS1, it's not surprising that they continue to behave more like DS1.
I should check wtf happens in Sekiro, something I didn't get to before this vid. Anyone wanna place bets on what happens in Elden Ring too? 😅
- - -
Edit: I forgot to include one other 90 defense object- there's a couple of torch-pillar things by the Undead Dragon in the Painted World. The dragon either smashes them when it gets into position, or attacks, I don't remember which exactly. There's also a couple further away from the dragon but they're a part of the map and not object files, and so they're indestructible and you're safe from the dragon's acid vomit attack if you stand directly behind them.
I even posted a picture of the indestructible ones to reddit recently but still managed to forget to put it in here. Oh well!
Probably it works in DS2 because they created a new engine for that game as I recall.
You could actually do a poll for us to vote on what would happen in Elden Ring, couldn't you?
Idk if that function still exists
@@ExSuPiO1 Oh sure, I could post that to my feed or whatever the heck you call it here. I'll do that tomorrow!
I joke pretty often that DS2 was meant to be a successor to Demon's Souls, but the more people discover about it, the more I wonder.
@@amberhernandez DS2 is actually more like kings field
I want a video on the Souls series most obscure, forgotten, underutilized mechanic: voice chat.
(Yeah DS2&3 have voice chat. It’s buried in the settings menu. I had no idea until a month ago).
"Now thou'rt too a voice chatter. We two, the very last on this earth..."
I forgot I had turned it on ages ago in DS2 and got jumpscared when a dude who summoned me for the double Pursuer fight started cursing in French. Sometimes I wonder how many people heard me saying things into my mic while playing without knowing it was on.
@@SrTNick1Similar thing happened to me on my second playthrough, a guy I summoned for that fight made fun of my character's name, I played a femme character and called her Sylvanas because it was the first name that came to mind because I played WoW beforehand. I then disabled voice chat lol.
Marvelous Chester is unique in more ways than just NPC object damage! After all, as Chester says, he was literally dragged out of time.
His unique kick is likely a leftover from when From were experimenting with a Chester NPC in early alpha versions of the base game. He almost certainly was one of the earliest prototype non-player characters in Dark Souls, and he actually has a unique model rig as well, which is extremely unusual for human characters in these games. It is possibly because of this unique rigging that killing Marvelous Chester (both as an invader and as the merchant) with a backstab can cause him to die standing up, no death animation. That, or he's just asserting total dominance over us all.
They likely didn't know how much object damage they should give those NPC attacks yet, and then they just never bothered to update the value because it ultimately changed nothing.
On my first playthrough the snake accidentaly broke the wall for me before I got to the boulder room, so I thought for a very long time that was the only way to do it. Now every time I play DS1I still bait the thrust attack to break the wall as kind of a homage to that small but cool moment
I genuinely thought that was the only way too for the same reason
I love this little peak into your life. Especially the homage part. Thank you for sharing
Man, he really waited until Zullie was done uploading to drop all these bangers.
Somebody has to keep us entertained until Elden Ring. lol
Even Old Man made a Zullie joke in his most recent video; it's clear the entire community misses her a bunch.
pretty sure illusorywall was making dark souls dissected before zullie was uploading
Yeah and I can listen to his videos I have to read zullies.
@scantyer Yup. I actually found her through recommendations while watching his videos.
When you mentioned the player had an attack that did 100 object damage I was 100% expecting it to be the headworm kick, I audibly lol’d when the reveal happened.
Really nice vid as always!
10:00 Have you figured out why the chandelier in Anor Londo doesn't make any shattering sound when it crashes on the floor? The only versions of the game where it does are the original PS3/360 versions. It always bothered me.
I knew DSR had some audio issues but I've never done a deeper dive into that. Do you know if they only worked on console originally or does that include PC PTDE? (I suppose I can also check later)
Very strange.
I know the physics are tied to frame rate somehow.
If it wasn't a porting error with the sound it could be that the sounds plays but you don't hear it as the game considers player character to far away.
Just a thought, I have no idea
Glad I'm not the only bugged by that. In a big, echo-y cathedral, that massive thing plummets to the marble floor and... dead silence?? Didn't realize there actually WAS a noise in the original - never got that far on PS3. For some reason, I find this knowledge oddly reassuring.
@@illusorywall from what i know by playing ptde it doesn't have any sound there.
@@illusorywall It doesn't work on the PC PtdE either. The two original console releases are the only ones where it's not broken. I played through the game multiple times on PS3, so I remeber this particular instance. Was surprised when I cut down the chandelier on the PC PtdE version and was waiting for the satisfying *shatter* but it never came and I had to take a second look to see if I even cut it down.
Luring the Sen's Fortress mimic to the wall to break it sounds like a weird speedrun challenge. Mimic-Break%?
Wondering if you can lure mimic to defeat all enemies for you until the boss
Even as far as meme categories go, that sounds like a nightmare 😅
So rush to Andre, do the Sen skip, rush on top of Sen, kill somehow the giant throwing boulders with a +0 weapon (maybe bombs? Maybe the gold pine resin), go down in the hole, rush to the mimic, wake him up, run back to the wall and dodge until you get a kick
I'd say that we could reach it in less than 10 minutes
@@fulvio3211 why kill the boulder the giant?
Hell yea another episode of one of my favorite video series!
A second new Dark Souls Dissected of 2022 ALREADY???!??!?
Fuck yea (: love these so much :)
Now that is all very informative and all, but I still don't know why I am the only one capable of cutting through the bars of Anastacia's cell in Firelink, and why it only works while the Chosen Undead is not around.
Heh.
i love breaking the floors in the catacombs without falling by simply walking up to them really slowly
My morning is 7000% better thank you IllusoryWall
edit: blighttown breakable platform was really interesting. I’m the same as you in that I learned to not stand there long ago.
Your obligatory WELL TECHNICALLY for the day:
The ground in Sen's isn't actually unstable, there's just a small plane hovering above it that destabilizes you on contact. When you jump down onto it you get close enough to count as standing on the ground before you collide with the plane.
There's also a position buffer that complicates things, but let's not talk about that.
Damn, the rabbit holes you can go down are truly endless, haha.
Love the care you put into framing every single shot. The super abstract view of the Kiln @ 11:00 is particularly beautiful.
I feel like it would be cool to give the player the ability to break objects based on their strength stat or damage output. Using smough’s great hammer with 99 strength? You can now obliterate the Sen’s fortress wall yourself.
It would be cool and fun. So no
Yeah I love stuff like this, adds another layer of "multiple paths/solutions" and adds flavour to different builds. Would be cool to have it. Seems very doable in mod territory...... hmmm.
No fun allowed.
Hell yeah what a day. First a backlogs Challenge Run.
And now a new illusory Wall Video!
All these questions I have in the back of my mind while playing that I figured I would never actually know the answer too. Nice. I thought it was weird how they changed it in DS2, when you roll or break objects it's like it doesn't apply the physics force from your character anymore, the pieces just drop straight to the floor.
I'll always remember that room when you're heading to the Undead Burg for the first time, full of stuff you can break just by rolling around. I like to imagine the development team realized just how fun smashing stuff is, so they made environments where you can do just that, even if you don't get souls or items from it.
I swear to God every time I think I know everything about this game you post a video and tell me there's a poop jar in undead asylum
I say this with nothing but love in my heart, but you look like Dr. Todd Grande from the universe where instead of getting a phd in counselor education and supervision he became a Dark Souls expert. I couldn't keep it for myself any longer. Nothing but love, again, as I'm a fan of you both.
I came into this knowing the big mushroom could break the wall, cause I just happened to be doing a randomizer run where I got a mushroom instead of that snake and he could punch through the wall! I'll note that I did roll through his attack, but I guess just getting hit by him and thrown back would be another way to have done it. Either way, at the time I didn't realize how lucky I'd gotten to have an enemy who could actually break the wall!
The Serpent Soldier can break the wall in Sen's Fortress with the second horizontal swipe too. Also, Gwyn statue in Darkmoon Tomb can vanish by using the stand-up animation, but it will reappear upon reload.
Does taht let you enter without the seance ring? Or does gwndolin still not talk to you anyways?
@@alanhersch4617 It's the same as if you had the ring without being in Dark Anor Londo.
Honestly you could probably make any Dark Souls related video and I'd fully watch it. Great stuff!
I don't want to scroll and see if someone pointed it out already: the tables and chair in Undead Parish, in the passage that contains the mistery key, also need attacks to be broken.
Thanks for what you do, Mr Illusory Wall Sir. These videos are great.
Ah yes, turns out those are the exact same tables as from The Depths. And thank you!
I love your videos man. The little bits of comedy make them so enjoyable.
If I had to guess, I'd say it looks cleaner in DeS because they probably just assigned specific object damage values to each individual attack/weapon. Dark Souls has a bunch more weapons and attacks, and it's obvious that they didn't have as much as they'd like, so maybe they threw together a system that just decreases object for the duration that a damage source is making contact with it instead, as a one size fits all solution, and then didn't bother with object health for most things so that it'd still behave consistently for players. From there, all I can figure is they didn't think it'd be worth it to properly implement the old system for the sequels, so they just left it
help how did you make object health fascinating
hello mr. fruit
The best part of every Souls game.
Time for rolling!
FOR THE BOXES AND CRATES!!!!!!!
I loved demons souls large groupings of pots that would instantly drop you to 3 fps if you hit them. I wish they kept that in the remake
for real - recently played through god of war and man there arent enough breakable objects there 🙁
This is the best series man, nobody nerds out on DS1 like you do! Thank you so much!
For the first time, I knew the answer before the video! Following this channel made me really interested in what's behind the scenes and I thank you for that!
ilu illusory ty for the kinda niche but detailed videos i absolutely adore this kind of stuff
You know it's funny, a couple of days ago I wanted to look up how to glitch open the wall but I had trouble finding it. Thanks a lot!
This was really interesting! It would've been neat if some of the heavier player attacks had had that 100 object-damage value.
Watching a Cata speedrun got me into playing this game. That guy knows too much it's great
great work as always. i absolutely love these. its just interesting to see the stuff in the background.
There was going to be another entrance to the Depths? That would have sure been nice...😂
Also, you're own future bloodstain literally slowly following you around is very on point for Dark Souls. 😂
I really love this video for just discussing the details of how players can interact with the game world, I just really enjoy observing something so specific that is easy to take for granted.
One of my favorite, and one of the most consistently high quality channels 👏
I can't stress enough how much I adore your videos. I love informative channels about video games I love!
I find it really interesting that they chose to change how illusory walls worked in Dark Souls 2 vs Dark Souls 1. It made the messages from people lying about iillusory walls that much more believable because you could be very close to a real one but just not be activating the right spot.
I see your nanas shade joke and appreciate it a lot.
In a couple attempts when I wasn't recording, I found it was very easy to make Siegmeyer fly sideways with force instead of getting him to hit the wall. And so the intention was to have it be humorous where I'd fail miserably by killing him when knocking him into the pit. I was trying to make that happen again when he wound up in the cage instead by accident, and I just decided to stick with that footage instead. :p
Coming back to this after the volcano manor walls. I feel better now
I'll never forget when Epic Name Bro said the Souls community was dead 6 years ago. Bro, you went hollow, we're alive and kicking.
I don't blame him, there are times where it can feel like things lull and even if he wasn't totally right, understandable how it could feel that way. But I'm glad it isn't, modding is hitting a new era of possibilities with more hands on deck than ever, and some old timers like Zullie and I are finding newer audiences with more engagement on the sort of stuff we love to explore (now, more than ever). ❤️
got one of these vids recommended months ago and never watch these vids cuz i hadn't played dark souls yet
now after 100%ing ds1 ds2 and ds3 i now feel free to binge all these dissected vids :)
Thanks for these videos dude. Your content always rocks!
Thanks so much, glad you're enjoying it!
DS1 breakable objects look good even by modern standarts. All those barrels, tables and clutter break very realisticaly, but nothing weirdly vanishes like in other games and beautifull mess you did is still a joy to look at.
Great video 👍 I always wondered why I couldnt roll through at least the chairs and astrolabes in the Dukes Archives.
This series is so entertaining, thanks for the great content!
Thankyou! Cant tell you how much I enjoy these videos and re watch them
Is there anything better than seeing a new illusory wall upload?
Imagine the person who made the HP drain on breakable object left the company after DmS and noone in the studio knew how it work and never fixed it since.
Also about the breaking of the wall in Sen Fortress, the easiest and most consistent method is to use the drake sword and knock the snake person back and break the wall. I thought it should be the number 1 method instead of the other speed run on Catalystz channel which require you to buffer the jump (which is not easy to do and if you mess up you will have to use the drake sword anyway)
"I don't know what's happening but it looks unfinished" me entering lost izalith for the first time
Look a lava lake full of standing dragon butts is perfectly normal. 😅
I remember being surprised when rolling didn't break the Sen's wall
20:17 I never noticed that the giant skeleton falls down, I'll have to pay some attention next time I'm in there.
*sees illusory wall uploaded*
*doesnt check video title*
"Of course im going to watch it!"
So the still jump is pretty easy to do, run into a wall, and flick the analog in the direction you want to go as you jump, so the jump and direction change become one, just practice against a wall, it's used for the useless capra/depths skip.
Fun fact I learned randomly: you can shoot the illusory wall in sens with arrows and it won't break. Far as I know the only attack that won't dispel a wall
Although not directly said, it was said it's because that wall has a defense value of 3 and arrows only deal 1 damage.
Though being the only attack depends on if you count things like firebombs as attacks, as those also only deal 1 damage.
My favorite method of breaking the wall in Sen's, which I discovered myself, is to r2 the Snakeman flat against the wall with the Black Knight Sword. Not sure what it specifically is about that attack, or maybe the Snakemen have an object damage number tied to their knockdown animation and very few weapons are capable of knocking them down, but yeah
*Please do a video covering Red Gravelord enemies "disasters" next!!*
Though I often see gravelord signs, and I often see that "disasters gone" message, I NEVER have once seen a red enemy in my many many playthroughs.
I'd love to know how it works!
only works in ng+
That's been on the to-do list for LONG time. Won't be my next video but I've been keeping it in mind. :)
Epic, new vid. Great series mate keep it coming 😁
Keep up the amazing videos!
Thank you!
The word "breaking" - *exists.
The speedrunning community - "We have been summoned".
This is so incredibly interesting, great content!
Ive been wondering sometimes why things "explode" when i load in lol. This explains it!
A comparison with demon's souls' various breakable objects would be so interesting
I like how you say "the poop jar in undead asylum" like it's just a known thing 😅
I'm not wondering how far back the object breaking mechanics go. I'm sure it is at least as early as King's Field 4 (the ancient city), but maybe it goes farther back. Can somebody confirm earlier entries? This topic was much more interesting than I'd guess. Nice video!
24:09 it's not pointed to in the video, but if you look at the upper left corner at the debug menu you can see how fast the object's HP actually drains. I think that's really cool.
17:49 I actually loved the mimic up to the boulder machine to kill it because I was too scared to walk anywhere near it. It took a lot of kiting in circles around the machine but it worked.
24:15 I can just imagine some crestfallen hollow snacking a jar for 30 minutes trying to break it, then a time wizard shows up and says "allow me" then rolls at it in slow motion to break it
Love these in depth videos 👍
All these years and I'm only just now learning about that illusory wall in Sen's Fortress
I'd recommend the Dumbshit's Guide to Dark Souls episode on it. It's _iconic_ and genuinely helpful
5:45 I always knew there was **one** you couldn't roll into! Thought I was crazy! I tried rolling into this one and assumed it wouldn't work on any other illusory walls so spent the whole game attacking random walls.
I know this comment might be a little late, but I CAN confirm this also happens in Elden Ring.
Located in Beastial Sanctum, where the Beast Clergyman is, are several pillars that break for whenever you fight him. If you exit game and re-enter, standing next to one of these pillars, the pillars will explode.
I love this series! As a Souls veteran I love to see the backend of my favorite games and how they work.
Any plans for Elden Ring Dissected?
Thank you! I'll definitely do Elden Ring Dissected, but asides from maybe a couple videos most probably won't happen very soon after its release. We'll see though!
Me: Hears Lewd Froggo in the patrons section
Also me: "So it seems culture supports culture, excellent"
lol this is amazing how much little details there are in poop buckets and planks hidden in walls. Give me MOREE
Me at the end of the HP section: "yeah, but how... HOW? HOW WAS IT BROKEN???!"
i was just playing dark souls on ps3 the other day to just replay it, and i always rolled into illusory walls, so i got to find out about the weird sen's fortress one for myself, didn't realize it was unique in that regard
Made my evening with this upload! Yay for content!
This upload made my day just wanted to say
Elden Ring: *laughs in 9999HP breakable walls"
Was excited for this when you tweeted about it!
Damn, I always wondered how the asylum wall break worked
Cool
The shocking part of this video is that illusory wall still have thinks to discover in this game.
Like, I remember my frist 100% run do whit the wiki you help to write. And that was ages ago!
24:18 was a transcendental experience
The Blightown torches being breakable at some point in development is a scary thought. I imagine they'd have had either 30 or 90 defense so that when you or or enemies are attacking each other, your light sources would be destroyed.
Damn, new vid already. Don't overwork yourself
I will say seeing my favorite game in all time being open and dissected like makes me very happy to see each unclean corner, is like a new DLC "Weird shit this game does"
The switch between Demon's Souls and Dark Souls makes sense from a work load / time crunch perspective. The extra animations for partial collapses is more than you might think. It could also be a memory issue, as Dark Souls was pushing the limits of consoles already. They were looking for ways to save memory all over, and the progressive collapsing didn't make the cut.
The HP and defense values all make sense from a code perspective. Like you said, the redundant values were included in case they were needed. Setting a value to -1 is a standard flag as well. Setting HP to 999 makes sense as well. The high value makes it unlikely the player will break it with an unexpected glitch, but avoids the complications of coding an extra class of objects that can break but are immune to the player.
And I suspect the breaking code didn't change for that console generation. But it did change once you had games that are only PS4 generation and up.
Breaking Seath's crystal by rolling was the most funny thing I saw today :D
Omg that slo mo roll! I need it!
babe wake up new dark souls dissected dropped